Physically-based simulation of hair strips in real-time
buir.contributor.author | Güdükbay, Uğur | |
dc.citation.epage | 156 | en_US |
dc.citation.spage | 153 | en_US |
dc.contributor.author | Taşkıran, Hasan Dogu | en_US |
dc.contributor.author | Güdükbay, Uğur | en_US |
dc.coverage.spatial | Plzen, Czech Republic | en_US |
dc.date.accessioned | 2016-02-08T11:50:07Z | |
dc.date.available | 2016-02-08T11:50:07Z | |
dc.date.issued | 2005 | en_US |
dc.department | Department of Computer Engineering | en_US |
dc.description | Conference name: 13th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2005, WSCG'2005 - In Co-operation with EUROGRAPHICS, Full Papers | en_US |
dc.description | Date of Conference: January 31-February 4, 2005 | en_US |
dc.description.abstract | In this paper, we present our implementation of physically-based simulation of hair strips. We used a mass-spring model followed by a hybrid approach where particle systems and the method of clustering of hair strands are employed. All the forces related to springs are implemented: gravity, repulsions from collisions (head and ground), absorption (ground only), frictions (ground and air), internal spring frictions. Real-time performance is achieved for physically-based simulation of hair strips and promising results in terms of the realistic hair behavior and hair rendering are obtained. Copyright UNION Agency - Science Press. | en_US |
dc.description.provenance | Made available in DSpace on 2016-02-08T11:50:07Z (GMT). No. of bitstreams: 1 bilkent-research-paper.pdf: 70227 bytes, checksum: 26e812c6f5156f83f0e77b261a471b5a (MD5) Previous issue date: 2005 | en |
dc.identifier.uri | http://hdl.handle.net/11693/27302 | en_US |
dc.language.iso | English | en_US |
dc.publisher | UNION Agency - Science Press | en_US |
dc.source.title | WSCG SHORT Papers Proceedings | en_US |
dc.subject | Hair simulation | en_US |
dc.subject | Physically-based | en_US |
dc.subject | Real-time | en_US |
dc.subject | Strip-based | en_US |
dc.subject | Hair rendering | en_US |
dc.subject | Hair simulation | en_US |
dc.subject | Hair strand | en_US |
dc.subject | Hybrid approach | en_US |
dc.subject | Mass-spring models | en_US |
dc.subject | Particle systems | en_US |
dc.subject | Physically-based | en_US |
dc.subject | Physically-based simulation | en_US |
dc.subject | Real time performance | en_US |
dc.subject | Real-time | en_US |
dc.subject | Strip-based | en_US |
dc.subject | Computer graphics | en_US |
dc.subject | Friction | en_US |
dc.subject | Visualization | en_US |
dc.subject | Computer vision | en_US |
dc.title | Physically-based simulation of hair strips in real-time | en_US |
dc.type | Conference Paper | en_US |
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